Set Bounciness: Difference between revisions
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== Notes == | == Notes == | ||
* The default bounciness of an object is 0. The bounciness of the ground is 1. | * The default bounciness of an object is 0. The bounciness of the ground is 1. | ||
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* Negative values can be used, but they can produce weird results. | * Negative values can be used, but they can produce weird results. | ||
== Related == | |||
* [[Set Friction]] | |||
* [[Set Mass]] | |||
[[Category:Blocks]] | [[Category:Blocks]] |
Revision as of 00:27, 23 August 2025
Set Bounciness
Type | Script block |
Collider | None |
Folder | Physics |
Ports | |
---|---|
Inputs | Before Object Bounciness |
Outputs | After |
Changes how much momentum a physics object loses when bouncing. Use 0 for a complete stop and 1 for a perfect bounce.
Notes
- The default bounciness of an object is 0. The bounciness of the ground is 1.
- To calculate the force applied when bouncing, the game takes the force at which the object collided and multiplies it by the bounciness of both objects.
- In conjunction with the previous fact, this means that to make an object bounce when hitting another object, both objects must have their bounciness set.
- If the combined bounciness of two objects is higher than 1, it will increase the velocity of the physics object each bounce.
- Negative values can be used, but they can produce weird results.